Doors vs Trigger Changelevel (seamless transitions with doors) Created 2 years ago2022-01-26 01:44:02 UTC by DXB6 DXB6

Created 2 years ago2022-01-26 01:44:02 UTC by DXB6 DXB6

Posted 2 years ago2022-01-26 01:44:02 UTC Post #346233
After learning how to make seamless level transitions, I quickly came across a small visual issue. The doors I walked through, to which the level changes, dont carry over their rotation/position and appear closed again in the next level.

I understand why they do this obviously, because the brush entities don't just magically carry over, but I'm more questioning how I could fix it.
This small visual issue has plagued my transitions and made them appear far more fake when you look at it.

Three images have been provided for an example here:
https://imgur.com/a/U3MvG0J

The first image was taken in J.A.C.K Hammer. It shows my stairwell leading to the next level. The second image was taken in-game showing the door in it's opened state. The third image was taken in the next level, lower down the stairwell with the door closed.

If I could get any advice on how to make these doors carry over, if at all possible, that would be fantastic, as I have not seemed to find anybody else talking about this matter.
Posted 2 years ago2022-01-26 08:23:06 UTC Post #346234
Brush entities should have a keyvalue called "global name". Entities with the same global name will carry over their properties through change levels. Set the global name on both doors to be the same and they should work.
Dr. Orange Dr. OrangeSource good.
Posted 2 years ago2022-01-26 23:54:02 UTC Post #346235
So, this is probably a common error, but I tried copying the door from the first level to the second level (both of them having the same global name) and I ran the map. I found that the door on the first level was not there, though it still shows on Hammer, and the door on the second level was there.

This may or may not have to do with trigger_transition and how it carries entities over, but if it does by any chance, I'd like to know.
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